/Engine/Plugins/Runtime/GeometryProcessing/Source/GeometryAlgorithms/Public/ConstrainedDelaunay2.h
Option to duplicate vertices to split any 'bowtie' vertices If you do not need either of these features, FDelaunay may be the faster option.
template<typename RealType> struct TConstrainedDelaunay2
int
AddedVerticesStartIndex
If vertices were added to output (e.g. to split bowties), this is set to the index of the first added vertex
bool
bOrientedEdges
TODO: also support FeatureEdges? TArrayFeatureEdges; // Edges that should be preserved in mesh but do not correspond to a boundary and should not affect inside/outside classification at all
bool
bOutputCCW
bool
bSplitBowties
TArray<FIndex2...
Edges
Edges and HoleEdges must not be intersecting; use Arrangment2D to pre-process any input w/ intersecting edges.
EFillRule
FillRule
TArray<FIndex2...
HoleEdges
TArray<FIndex3...
Triangles
Outputs
TArray<TVector...
Vertices
Inputs